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Magical-Jumping-Bean/Library/metadata/9a/9ace5095cc37ed849b52109d2ee305d4
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2019-09-29 19:40:54 -04:00
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using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class AnimationOffsetMenu
{
public static GUIContent MatchPreviousMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Previous Clip");
public static GUIContent MatchNextMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Next Clip");
public static string MatchFieldsPrefix = "Match Offsets Fields/";
public static GUIContent ResetOffsetMenuItem = EditorGUIUtility.TrTextContent("Reset Offsets");
static bool EnforcePreviewMode(WindowState state)
{
state.previewMode = true; // try and set the preview mode
if (!state.previewMode)
{
Debug.LogError("Match clips cannot be completed because preview mode cannot be enabed");
return false;
}
return true;
}
internal static void MatchClipsToPrevious(WindowState state, TimelineClip[] clips)
{
if (!EnforcePreviewMode(state))
return;
clips = clips.OrderBy(x => x.start).ToArray();
foreach (var clip in clips)
{
var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
if (sceneObject != null)
{
TimelineUndo.PushUndo(clip.asset, "Match Clip");
TimelineAnimationUtilities.MatchPrevious(clip, sceneObject.transform, state.editSequence.director);
}
}
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.ContentsModified);
}
internal static void MatchClipsToNext(WindowState state, TimelineClip[] clips)
{
if (!EnforcePreviewMode(state))
return;
clips = clips.OrderByDescending(x => x.start).ToArray();
foreach (var clip in clips)
{
var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
if (sceneObject != null)
{
TimelineUndo.PushUndo(clip.asset, "Match Clip");
TimelineAnimationUtilities.MatchNext(clip, sceneObject.transform, state.editSequence.director);
}
}
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.ContentsModified);
}
static void ResetClipOffsets(WindowState state, TimelineClip[] clips)
{
foreach (var clip in clips)
{
if (clip.asset is AnimationPlayableAsset)
{
var playableAsset = (AnimationPlayableAsset)clip.asset;
playableAsset.ResetOffsets();
}
}
state.rebuildGraph = true;
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
}
// Automatically picked up and called by clip menu
public static void OnClipMenu(WindowState state, TimelineClip[] clips, GenericMenu menu)
{
if (state.editSequence.director == null)
return;
// find all animation clips that are not the first in the list
var validClips = clips.Where(c => c.parentTrack != null && state.editSequence.director.GetGenericBinding(c.parentTrack) != null).ToList();
var validPrevClip = validClips.Where(c => (c.asset as AnimationPlayableAsset) != null && c.parentTrack.clips.Any(x => x.start < c.start)).ToArray();
var validNextClip = validClips.Where(c => (c.asset as AnimationPlayableAsset) != null && c.parentTrack.clips.Any(x => x.start > c.start)).ToArray();
if (!validPrevClip.Any() && !validNextClip.Any())
return;
menu.AddSeparator("");
if (validPrevClip.Any())
menu.AddItem(MatchPreviousMenuItem, false, x => MatchClipsToPrevious(state, (TimelineClip[])x), validPrevClip);
if (validNextClip.Any())
menu.AddItem(MatchNextMenuItem, false, x => MatchClipsToNext(state, (TimelineClip[])x), validNextClip);
menu.AddItem(ResetOffsetMenuItem, false, () => ResetClipOffsets(state, clips));